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Mac ProQuake 3.51 Thru 3.99

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  • #16
    Baker, something went wrong with Locs with your "say" problem/fix

    bind "r" "say_team Location: %l With %h H %a A"

    It only prints out:
    Location:
    then the first three letters of my location.

    Its all out of whack!
    SpeakNow.QuakeOne.Com
    [email protected]
    AIM - EMHof1

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    • #17
      Easily fixed in the next update; thanks for the info.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #18
        Add:

        I think the next release with have the above plus:

        2. .alpha entity support (U_TRANS) so it can play maps like
        3. If I can figure it out, the Qrack z-fighting texture fix because the flickering annoys the hell out of me
        4. Update the menu at least some, definitely FOV/mouselook
        5. Get m_accel working although I don't use it and it isn't actually a feature available in most clients, but Windows ProQuake 3.99 has it.
        6. Document what those video menu cvars are and if the vsync cvar isn't vid_sync, make it so.

        I think there was something else I wanted to do but can't remember.


        Add:

        Windows fix list/improve list:

        .alpha
        q_version issue
        .ent support particularly for the server
        international keyboard support still doesn't work; fix
        -no8bit becomes default to avoid annoying white screen with some gfx cards
        Use the "dsl" fix I posted in the forum, not the slightly inappropriate existing code I never updated (can cause LAN issues)
        Make .dem association a manual thing using a command; not automatic.
        Organize the page with links to the Linux and Mac versions and their source codes (plus fix that one typo -> "change log"
        z-fighting fix
        case insensitivity with cvars/commands
        a subtle method to display maps/demos/mods

        less likely
        (probably won't happen) single pass fast load up without double initialization of video mode
        resolution independent crosshair sizing
        overbright support
        Rook's grenade bounce fix as an option?
        Last edited by Baker; 10-25-2008, 02:53 AM.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #19
          Ah, Rook's z-fighting texture fix only works gl_ztrick 0. No wonder I was having problems getting to fully work for me. Really gl_ztrick 0 should be the default as noted by Rook in the past.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #20
            Mac ProQuake 3.59 (OS X universal binary)

            Download: Quake and GLQuake - 1.7 MB



            Changes

            3.59 (source here)

            Z-Fighting Fix. Like at e1m1 quad area where a lot of flickering occurs. Must be using gl_ztrick 0.
            Location not printing entire location is fixed. Was trying to write code in a buffer overflow safe way, but the string handling there was low-level C pointer stuff.
            Key repeating every day, all the time. No longer aggravating holding down backspace in the console.
            _windowed_mouse defaults to on, saves to config.
            vid_vsync is now the name of the cvar to lock framerate to refresh rate. vid_vsync 1 is the expected cvar name by any other Quake user and is now the name in this as well.
            time command - type it in the console and it prints the time
            m_accel - style mouse acceleration modifier for those who'd like more mouse acceleration than the system. Defaults to 0 of course.
            Modified the menu and mouse look and FOV are in there.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #21
              Remarkably close to having video mode switching on-the-fly working. I can restart the video mode, but it displays it in the corner of the window. I just need to walk through the code and see where I'm not releasing/creating or defining something.

              Next version should have some or most of the following:

              1. alpha support
              2. external .ent support just because the Windows server version needs this
              3. Possibly centerprint logging option
              4. Possibly fullbright texture support
              5. Possibly borrowing the DarkPlaces memory manager code from another engine because combined with gamedir switching and video mode switching, it would be a virtually commandline-less engine (although the built-in Mac Launcher thing probably must stay). We'll see ... super tempted
              6. Maybe maps, mods and demos commands.
              7. Maybe case insensitive checking of cvar names and commands
              8. Console resizing at will (like the text size and HUD)
              9. If super-motivated, I might add optional skybox, lit, fog support, external texture support.
              10. EF_RED and EF_BLUE support for Rook's CTF stuff
              11. -noipmasking command line parameter to become sv_ipmasking
              12. A chance I'll integrate gamma and contrast controls because the gamma adjuster in the GL version looks terrible to me.

              The next version, aside from any bug-fixes, might be the last for a while because this is getting close to reaching the point where it is basically equvalent of the Windows version and the few non-converted features remaining aren't very interesting and might actually get cut from the Windows version (like cl_sbar 0 and transparent sbar ... those just don't look Quakey to me).
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #22
                Originally posted by baker
                ...and the few non-converted features remaining aren't very interesting and might actually get cut from the Windows version (like cl_sbar 0 and transparent sbar ... those just don't look Quakey to me).
                awww please don't do that!!
                i really like the transparent hud for i wanna see as much as possible..

                so i use:

                fov 130
                r_drawviewmodel 0
                cl_sbar 0.00001

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                • #23
                  Alright, I won't remove it.

                  Although I wasn't aware anyone used it.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #24
                    yay!

                    Comment


                    • #25
                      13. the q_version thing
                      14. a set of crosshairs?
                      15. Take a look at the gamma/contrast code in particular when a player has a power-up
                      16. Examine the appactivate/deactivate code and make sure it is restoring gamma when it should

                      Guaranteed for the next Windows version

                      a. -no8bit will be the "default" ... eliminate some whitescreen issues
                      b. full bright texture support via gl_overbright 0/1
                      c. z-fighting fix
                      d. A couple of small fixes no one cares about (bounding box max, other stuff)
                      e. .ent support for the server (will make CTF, bots and other things easier where the same map is used without having to have an extra copy on the server), maybe when using as a client too. (plus tutorial written so Qrack can easily add that too).
                      f. q_version fix

                      /Next update will not have automatic map download or server browser. The way I did that before isn't really pure and was an experiment. Rook wrote some code that should serve as a blue print to do that properly in an operating system neutral way so that Linux and Mac users will have the feature.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment

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